Seriously considering Warhammer Fantasy Roleplay (2nd edition)

Hobo said:
That analogy might work better if Rammstein were actually cooler than the average pop music you hear on the radio in the U.S.

I think Rammstein is cooler than the average pop music I hear on the radio. So that analogy works fine! :p
 

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pawsplay said:
First edition rocked hard, and 2e looks like a general refinement.

Nitpics: I like Fmir, and I will miss the Jabberwock.

Can't help you with the Fmir but the Jabberwocks are in one of the supplements (can't remember which one right now, but I was just looking at them this last weekend)

Anyway I LOVE Warhammer (1st and 2nd but I really like 2nd rules soooo much more then 1st). YES, you suck when you first start out (and for a long time after that) but the charm comes from knowing that AND the fact that everyone sucks just as much, if not more, then you do :)

I run a game right now and we are having a great time. The players are all in their 2nd careers now and just starting to come into their own a bit and can do a few things pretty well and they are getting a bit cooky... and then they ran into some goblins and two of them almost died! Great fun ;)
 

Henry said:
Actually, may favorite part is Albrecht Kinnear railing about there being no chaos cults at a conference, and then one quote later, a witchhunter is arresting him for being in a chaos cult at the same conference. :D

Those are GREAT ;) and I really like how the Bestiary is written out, with the fluff in front for the characters to read and the stats in back for the GM
 


I switched over to running Warhammer Fantasy a few months ago and have not looked back. After years of playing D&D I found the change in pace refreshing. It is just a complete different type of game than D&D, in that way it was exactly what I was looking for.

My group found that the rules were very easy to learn. They love that they can't really plan their characters out for levels to come. They might look at future careers, but they realize that the direction of the campaign will determine the Careers available to them.

I'm running a campaign in Bretonnia that is called "The Messengers". Two of the players rolled up a Messenger and Coachman, so I made the campaign into a very serialistic campaign where they had a new message or delivery every session that ultimately leads into an adventure of some kind.

So far, it has been fantastic. While the combat is tough, I've yet to have any deaths. Just some insanity and lucky rolls. They've defeated ghostly knights, a mad necromancer and more without a character dying. I know that this is a rarity in Warhammer, and I keep waiting for the first character death to shock them back to reality.

Perhaps the Chaos Cultists they face this weekend will do just that. :]

In other words, I highly recommend.
 

Elsenrail said:
An elf apprentice wizard in a humans' college? As far as I'm concerned the elves study magic by their own, with a little help of their own masters who reside in the Old World, then journey to Ulthuan and study the High Magic (something like DnD high level spells) there. In my team there is such an elf, but he has already advanced to the journeywizard career, co he can cast effective fire spells that burn the enemies with ease (2 fireballs do the job well as my priest of Ranald has noticed).

Of course it's only a game. The DM is the god.

yeah i know its unusual but the elfs player wanted it. We worked it out that there is some sort of hidden agenda thats gonna come up later on (when i am short of adventure ideas.) His player is really a fan of intrigue and rp. I really didnt see any reason not to accomadate him.
 

I have actually converted AoW to WFRPG, and have been having a blast. In 3E, my players just bowled into everything. Now, they study all possible options before charging in. It is great. Warhammer just takes so much less time to prep for. I don't have too know forty-thousand feats. Combat (while still favoring the PCs quite a bit), can get ugly with a crit. Thats the toss up, and the players know it. (The badass dwarven pitfighter (WFRPG 1e) ran into a the temple in Dourstones Mines, and got critted and dropped in one round by the x-bow weilding zombies!)
It has been great, and as such, will probably be awhile before we get back to D&D.
 

Professor Phobos said:
It's like Terry Pratchett writing the 30 Years War, only darker.
That's Ken Hite you're quoting, and it's very true.

Hmm. It's the game where you start out thinking you're playing D&D, only to discover you are in fact playing Call of Cthulhu.
That's me you're quoting, and it's just as true. Since I was about to post that anyway, I forgive you.
 
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It is the game that made my players start thinking before actions. They have a lot of fun and enjoy sessions.

WFRP core, Old World Bestiary, Warhammer Companion, & Sigmar's Heirs
are the key books to me, followed by Skaven book, Realms of Sorcery & Old World Armoury. Border Kingdoms is interesting and I hope to be picking up the Vampire book this weekend.

D&D is a clean fantasy for the most part, while death and wounds are there, death does not hold fear to the players. WFRP is a darker game, you just don't worry about death but also taxes. An orc in warhammer is going to kick you butt for a hell of a long time, it is 50/50 on who may win, that is a single green skin. Oh, sickness and illness are nasty and common in WFRP.

I have seen where people have issues with careers but that is minor, you can get around it just by having advances but there is no fun in that. ;) I also have my players tell me how they get together, I don't tell them, I just start the game.
 

I like what Black Industries are doing to support the game. The new Marienburg section on the website (I only caught a glimpse) is really interesting.

I don't have the Vampire's book, but I have seen the previews... These Vampire Lord (good art too!) career seems to be extremely powerful... fortunately, there are only a few of those undead kin who hold such power.

Rel -> if something happens in Your campiagn, write a post! :)
 

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